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MASSACHUSETTS INSTITUTE OF TECHNOLOGY 
A.I. LABORATORY 



October 1971 

Artificial Intelligence LOGO 

Memo No. 247 Memo No. 2 



TEACHING CHILDREN THINKING 1 ,2 
Seymour Pa pert* 



This report describes research done at the Artificial Intelligence Laboratory of 
the Massachusetts Institute of Technology. Support for the laboratory's educa- 
tion research is provided in part by the National Science Foundation under 

grant fiJ-1049. * 

*Th1s paper is deeply influenced by Cynthia Solomon and Marvin Mlnsky. 

Presented at the Proceedings of IFIPS World Congress on Computers 
and Education, Amsterdam, The Netherlands, 1970. 

To be published in Mathematics Te aching (The Association of Teachers 
of Mathematics, Leicester, England: 1972)- 



This paper 1s dedicated to the hope that someone 
with power to act will one day see that contemporary 
research on education is like the following experiment 
by a nineteenth century engineer who worked to demonstrate 
that engines were better than horses. This he did 
by hitching a 1/8 HP motor in parallel with his team 
of four strong stallions. After a year of statistical 
research he announced a significant difference. However, 
It was generally thought that there was a Hawthorne effect 
on the horses, 



1. Introduction 

The phrase "technology and education" usually means Inventing new 
gadgets to teach the same old stuff in a thinly disguised version of 
the same old way. Moreover, if the gadgets are computers, the same 
old teaching becomes incredibly more expensive and biased towards Us 
dullest parts, namely the kind of rote learning in which measurable 
results can be obtained by treating the children like pigeons in a 
Skinner box. 

The purpose of this essay is to present a grander vision of an educa- 
tional system in which technology is used not in the form of machines for 
processing children but as something the child himself will learn to manip- 
ulate, to extend, to apply to projects, thereby gaining a greater and more 
articulate mastery of the world, a sense of the power of applied knowledge 
and a self-confidently realistic image of himself as an intellectual agent. 
Stated more simply, I believe with Dewey, Hontessori and Piaget that chil- 
dren learn by doing and by thinking about what they do. And so the funda- 
mental ingredients of educational fnnovation must be better things to do 
and better ways to think about oneself doing these things. 



1-2 



I claim that computation is by far the richest known source of these 
ingredients. We can give children unprecedented power to invent and carry 
out exciting projects by providing them with access to computers, with 
a suitably clear and intelligible programming language and with periph- 
eral devices capable of producing on-line real-time action. 

Examples are; spectacular displays on a color 
scope, battles between computer controlled 
turtles, conversational programs, game-playing 
heuristic programs, etc. Programmers can extend 
the list indefinitely. Others can get the flavor 
of the excitement of these ideas from movies I 
shall show at the IFIPS meeting. 

Thus in its embodiment as the physical computer, computation opens 
a vast universe of things to do. But the real magic comes when this 
is cootoined with the conceptual power of theoretical ideas associated 
with computation. 

Computation has had a profound impact by concretizing and elucidating 
many previously subtle concepts in psychology, linguistics, biology, and 
the foundations of logic and mathematics. I shall try to show how this 
elucidation can be projected back to the initial teaching of these con- 
cepts. By doing so much of what has been most perplexing to children 
is turned to transparent simplicity; much of what seemed most abstract 
and distant from the real world turns into concrete instruments famili- 
arly cnployed to achieve personal goals. 



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Mathematics Is the most extreme example. Most 
children never see the point of the foraal use 
of language. They certainly never have the experi- 
ence of making their own formalism adapted to a 
particular task. Yet anyone who works with a 
computer does this all the time- We find that 
terminology and concepts properly designed to 
articulate this process are avidly seized by the 
children who really want to make the computer 
do things. And soon the children have beccme 
highly sophisticated and articulate in the art 
of setting up models and developing formal sys- 
tems* 
■ 

The most important (and surely controversial) component of this impact 
is on the child's ability to articulate the working of his own mind and 
particularly the Interaction between himself and reality in the course 
of learning and thinking. This is the central theme of this paper, and 
I shall step back at this point to place It in the perspective of some 
general ideas about education. We shall return later to the use of 
computers. 



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2. The Don't-Think-About-ThinMng Paradox 

It is usually considered good practice to give people instruction in 
their occupational activities. Now, the occupational activities of chil- 
dren are learning, thinking, playing and the like. Yet, we tell them 
nothing about those things. Instead, we tell them about numbers, granmar 
and the French revolution; somehow hoping that from this disorder the really 
Important things will emerge all by themselves. And they sometimes do. 
But the alienation-dropout-drug complex is certainly not less frequent. 

In this respect it is not a relevant innovation to teach children also 
about sets and linguistic productions and Eskimos. The paradox remains: 
why don't we teach them to think, to learn, to play? The excuses people 
give are as paradoxical as the fact itself. Basically there are two* 
Some people say: we know very little about cognitive psychology; we 
surely do not want to teach such half-baked theories in our schools! 
And some people say: making the children self-conscious about learning 
will surely impede their learning. Asked for evidence they usually tell 
stories like the one about a millipede who was asked which foot he moved 
first when he walked. Apparently the attempt to verbalize the previously 
unconscious action prevented the poor beast from ever walking again. 

The paradox is not in the flimsiness of the evidence for these excuses. 
There is nothing remarkable in that: all established doctrine about edu- 
cation has similarly folksy foundations. The deep paradox resides in the 



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curious assumption that our choice is this: either teach the children 
half-baked cognitive theory or leave them in their original state of cog- 
nitive innocence. Nonsense, The child does not wait with a virginally 
empty mind until we are ready to stuff it with a statistically validated 
curriculum. He is constantly engaged in inventing theories about every- 
thing, including himself, schools and teachers- So the real choice is: 
either give the child the best Ideas we can muster about cognitive pro- 
cesses or leave him at the mercy of the theories he invents or picks up 
in the gutter. The question is: who can do better, the child or us? 
Let's begin by looking more closely at how well the child does. 



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3, The Pop-Ed Culture 

One reads in Piaget's books about children re-inventing a kind of 
Democritean atomic theory to reconcile the dissappearance of the dissolv- 
ing sugar with their belief in the conservation of natter. They believe 
that vision 1s made possible by streams of particles sent out like machine 
gun bullets from the eyes and even, at a younger age* that the trees make 
the wind by flapping their branches. It is criminal to react (as some 
do) to Piaget's findings by proposing to teach the children "the truth," 
For they surely gain more in their intellectual growth by the act of 
inventing a theory than they can possibly lose by believing, for a while, 
whatever theory they invent- Since they are not in the business of mak- 
ing the weather, there is no reason for concern about their meteorologi- 
cal unorthodoxy. But they are in the business of making minds—notably 
their own—and we should consequently pay attention to their opinions 
about how minds work and grow. 

There exists amongst children, and in the culture at large, a set of 
popular ideas about education and the mind. These seem to be sufficiently 
widespread, uniform and dangerous tocfeserve a najne, and I propose " The 
Pop^E d Culture .*" The following examples of Pop-Ed are taken from real 
children. % samples are too small for me to guess at their prevalence. 
But I am sure very similar trends must exist very widely and that identi- 
fying and finding methods to neutralize the effects of Pop-Ed culture 
will become one of the central themes of research on education. 



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Examples of Pop-Ed Thinking 

■ 
t fl ) Blank-Hind Theories . Asked how one sets about thinking a 

child said: "make your mind a blank and wait for an idea to come." 
This 1s related to the common prescription for memorizing: "keep 
your mind a blank and say it over and over". There 1s a high corre- 
lation, In ray small sample, between expressing something of this 

i 

sort and complaining of inability to remember poetry! 

(b) Getting-it Theories. Many children who have trouble understand- 
ing mathematics also have a hopelessly deficient model of what mathe- 
matical understanding is like. Particularly bad are models which 
expect understanding to come in a flash, all at once, ready made. 
This binary model is expressed by the fact that the child will admit 
the existence of only two states of knowledge often expressed by 
"I get it" and "I don't get It." They lack-and even reslst-a model 
of understanding something through a process of additions, refine- 
ments, debugging and so on. These children's way of thinking about 
learning is clearly disastrously antithetical to learning any concept 
that cannot *be acquired In one bite. 

( c * Faculty Theories. Most children seen to have, and extensively 
use, an elaborate classification of mental abilities: "he's a brain", 
"he's a retard", "he's dumb", "I'm not mathematical-minded". The 



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disastrous consequence Is the habit of reacting to failure by classi - 
f y in g the problem as too hard, or oneself as not having the required 

aptitude, rather than by diagnosing the specific deficiency of know- 
ledge or skill. 



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4. Computer Science as a Grade School Subject 

Talking to children about all these bad theories is almost certainly 
inadequate as an effective antidote* In common with 

all the greatest thinkers in the philosophy of education I 
believe that the child's intellectual growth must be rooted in his experi- 
ence. So I propose creating an environment In which the child will 
become highly involved in experiences of a kind to provide rich soil for 
the growth of intuitions and concepts for dealing with thinking, learning* 
playing, and so on. An exarcple of such an experience is writing simple 
heuristic programs that play games of strategy or try to outguess a child 
playing tag with a computer controlled "turtle". 

Another, related example, which appeals enormously to some children 
with whom we have worked is writing teaching programs- These are like 
traditional CAI programs but conceived, written, developed and even tested 
(on other children) by the children themselves. 

(Incidentally, this is surely the proper use 
for the concept of drlll-and-practlce programs- 
Writing such programs is an ideal project for 
* the second term of an elementary school course of 
the sort I shall describe In a moment. It is 
said that the best way to learn something is to 
teach It. Perhaps writing a teaching program 
is better still in its Inslstance on forcing one 
to consider all possible misunderstandings and 
Mistakes, I have seen children for whom doing 



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arithmetic would have been utterly boring and 
alienated becwne passionately involved in writing 
programs to teach arithmetic and in the pros and 
cons of criticisms of one another's programs like: 
"Don't just tell him the right answer 1f he's 
wrong, give him useful advice," And discussing 
what kind of advice is "useful 11 leads deep into 
understanding both the concept being taught and 
the processes of teaching and learning.) 



Can children do all this? In a moment I shall show some elements of 
a programing language called LOGO, which we have used to teach children 
of most ages and levels of academic performance how to use the computer. 
The language is always used "on-line", that is to say the user sits at 
a console, gives instructions tfl the tidchirte Artd imrtediately gets a 
reaction. People who know languages can think of it as "baby LISP", 
though this is misleading in that LOGO is a full-fledged universal lan- 
guage. Its babyish feature fs the existence of self-contained sub-sets 
that can be used to achieve some results after ten minutes of instruction. 
Our most extensive teaching experiment was with a class of seventh grade 
children (twelve year olds) chosen near the average in previous academic 
record. Within three months these children could write programs to play 
games like the simple form of NIM in which players take 1, 2, or 3 matches 
from a pile; soon after that they worked on programs to generate random 
sentences—like what is sometimes called concrete poetry--and went on 
from there to make conversational and teaching programs. So the empiri- 
cal evidence is very strong that we can do it, and next year we shall be 
conducting a more extensive experiment with fifth grade children. The 



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next sections wi 11 show some of the elementary exercises we shall use in 
the first weeks of the course. They will also indicate another important 
aspect of having children do their work with a computer: the possibility 
of working on projects with enough duration for the child to become per- 
sonally — Intellectually and emotionally—involved- The final section 
will indicate a facet of how more advanced projects are handled and how 
we see the effects of the kind of sophistication developed by the children- 



5, You Can Take the Child to Euclid, But You Can't Make Him Think 

Let's 90 back to Dewey for a moment. Intellectual growth, 
he often told us, must be rooted In the child's experience, But 
surely one of the fundamental problems of the school is how to extend 
or use the child's experience. It must be understood that "experience" 
does not mean mere busy work: two children who are made to measure 
the areas of two triangles do not necessarily undergo the same ex- 
perience. One might have been highly involved (e.g. anticipating 
the outcome, being surprised, guessing at a general law) while the 
other was quite alienated (the opposite). What can be done to in- 
volve the mathematically alienated child? It is absurd to think 
this can te done by using the geometry to survey the school grounds 
instead of doing it on paper. Host children will enjoy running 
about in the bright sun. But most alienated children will remain 
alienated. One reason I want to emphasize here is that surveying the 
school gro-nds is not a good research project on which one can work 
for a long enough time to accumulate results and become Involved in 
their development. There is a simple trick, which the child sees or 
does not see. If he sees it he succeeds in measuring the grounds 
and goes back to class the next day to work on something quite different. 

Contrast this situation with a different context in which 
a child might learn geometry. The child uses a time-shared computer 
equipped with a CRT. He programs on-line in a version of the pro- 
graming language LOGO, which will be described in more detail below. 



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On the tube 1s a cursor point with an arrow Indicating a direction. 
The instruction 

FORWARD 100 
causes the point to move in the direction of the arrow through 100 
units of distance. The instruction 

ROTATELEFT 90 
causes the arrow to rotate 90°. 

The child knows enough from previous experience to write 
the following almost self-explanatory program: 
TO CIRCLE 
FORWARD 1 
ROTATELEFT 1 
CIRCLE 
END 

The word "TO" indicates that a new procedure 1s to be defined, and 1t 
will be called "CIRCLE". Typing 

CIRCLE 
will now cause the steps In the procedure to be executed one at a time- 
Thus; 



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1 st Step: 
2 nd Step: 
3 rd Step: 



FORWARD 1 
ROTATELEFT 1 
CIRCLE 



The point creeps ahead 1 unit. 

The arrow rotates 1°. 

This is a recursive call; 
naturally 1t has the same effect 
as the conrond CIRCLE typed by 
the child. That is to say, 
it initiates the same process: 



1 st Step 
2 nd Step 
3 rd Step 



FORWARD 1 
ROTATELEFT 1 
CIRCLE 



The point creeps on, but 1n the 
new, slightly different direction. 
The arrw now makes an angle of 2° 
with Its initial direction. 
This Initiates the same process 
all over again. And so on, forever. 



It 1s left as a problem for the reader to discover why this point 

will describe a circle rather than, say, a spiral. He will find that 

it involves some real geometry of a sort he may not yet have encountered 

(See answer at end of paper.). The more immediately relevant point 

i 
is that the child's work has resulted in a certain happening, namely 

a circle has appeared. It occurs to the child to make the circle roll? 

How can this be done? A plan 1s easy to make; 

Let the point go round the circle once. 

Then FORWARD 1 

Then repeat. 
But there is a serious problem! The program as written causes the point 
to go round and round forever. To make it go just once round we need 
to give the procedure an input (in more usual jargon: a variable). 



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This input will be used by the procedure to remember how far round it 

has gone. Let's call it "DEGREES" and let it represent the nunfcer of 

degrees still to go. so it starts off being 360 and ends up 0. The 

way this is written in LOGO is: 

TO CIRCLE :0EGREES :DEGREES means: the thing whose name 

is "DEGREES". 
IF : DEGREES - STOP 

FORWARD 1 

ROTATE LEFT 1 

CIRCLE :DEGREES - 1 Each time round the number of degrees 

remaining is reduced by 1. 

END 

Now we can use this as a sub-procedure for ROLL: 

TO ROLL 

CIRCLE 360 

FORWARD 10 

ROLL 

END 
Or, to make it roll a fixed distance: 

TO ROLL DISTANCE 

* 

IF : DISTANCE - STOP 
CIRCLE 360 , 
FORWARD 10 
ROLL : DISTANCE - 1 
END 
Or we can make the circle roll around a circle: 



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TO FUNNYROLL 
CIRCLE 360 
FORWARD 10 
ROTATELEFT 10 
FUNNYROLL 

These examples will* if worked on with a good dose of imagination, 
Indicate the sense 1n which there are endless possibilities of creating 
even more, but gradually more, complex and occasionally spectacularly 
beautiful effects- Even an adult can get caught up in it! Not 
e^ery child will. But if he does, the result is very likely to be 
a true extension of his experience in Dewey's sense. And evidence 
is accumulating for the thesis that there 1s scarcely any child who 
cannot be involved in some computational project. 

■ 
The next two sections will discuss two other peripheral devices 

suitable for a computation laboratory in an elementary school: a 

prograrmiable vehicle and a music generator. There is, of course, no 

end to what one could invent. At M.I.T, we are thinking in terms of 

soon adding mechanical manipulators, psychedelic light shows in a 

reactive environment, apparatus for automated experiments in animal 

psychology, etc., etc., etc.. 



6, The Love of the- Turilo 



At M.I.Ti wt* use the name "Turtle" for snail computer controlled 
vehicles, equipped with various kinds of sense, voice and writing organs* 
Turtles can be controlled by the same conmands used In the previous 
section to describe Graphics. They can be made to draw or to move 
about without leaving a visible trace. Procedures to achieve this 
are exactly like the procedures for CRT Graphics. However sense 
organs allow another interesting dimension of work. An Interesting 
simple one is a reflectivity sensor held close to the floor. A LOGO 
operation called "LIGHT" has an integer value between Hflht 

and 10, depending on the relfectivity of the surface. 
Suppose we wish to program the turtle to follow 
the left edge of a black line on a white floor. 
Using an important heuristic we encourage the 
child to study himself in the situation, and 
try to simulate his own behavior. The key 
idea, of course is to use feed-back accord- 
ing to the following plan: 



\7 

SENSOR 



photo- 
i^** - detector 




too far left 




too far right 



desired position